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Projectile Sensor

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Projectile Sensor
Popit Icon
Games: LittleBigPlanet 2, LittleBigPlanet PS Vita, LittleBigPlanet 3
Type: Gadgets
Category: Sensors
Outputs: 1
Obtained from: Start
For the LittleBigPlanet Karting equivalent, see Weapon Blast Sensor.

A Projectile Sensor is a Sensor gadget that detects when the attached object gets by a projectile.

Usage and Behaviour

The Projectile Sensor can be attached to any surface or circuit board, and outputs a signal when the object gets hit by a projectile of a given element. It outputs a digital ON signal when it reaches its target count, and an analogue signal based on how full it is, e.g. if the target count is 10 and the object has been shot 5 times, it outputs a signal of 50%. By default it will detect any projectile (excluding paintballs; the Paintinator Sensor must be used for that), but can be tweaked to only detect a specific element.

The sensor also keeps track of who shot the object, with the most recent player to shoot it taking ownership. If multiple projectiles from different players hit the object on the same frame, the projectile that was created most recently will take priority. If the sensor is not set to reset when full, then its player ownership is effectively locked in when its target count is reached.

Tweaks

Projectiles

Tweak Count Target.png
Target Count: (0 - 100)
Determines how many projectiles need to hit the sensor in order to send a digital ON signal.
Tweak Count Current.png
Current Count: (0 - Target Count)
Use this to have the Projectile Sensor's count from a specific value. Cannot be set higher than Target Count.
Tweak Count Reset.png
Reset When Full: (
NoNo •‎
YesYes
)

If set to Yes, the Current Count will flip back to 0 when it reaches the Target Count.
Tweak Base Global Audio Icon.png
Sounds: (
NoNo •‎
YesYes
)

Determines whether or not to play a sound effect when the object is hit by a projectile.

Trigger

Tweak Sensor RigidConnections.png
Include Rigid Connections: (
NoNo •‎
YesYes
)

If set to Yes, objects that are directly glued to the attached object will also be detected if a projectile hits it.
Tweak Projectile Carousel.png
Projectile Type Detected: (
AnyAny •‎
FireFire •‎
ElectricityElectricity •‎
PlasmaPlasma •‎
WaterWater
)

Determines which kind of projectile to detect.

Output

Tweak Output Inverted.png
Invert Output: (
NoNo •‎
YesYes
)

Inverts the gadget's output, turning On signals Off and vice-versa.

Ownership (Hidden in LBP2)

Tweak Gameplay TeamFilter Carousel.png
Team Filter: (
EveryoneEveryone •‎
FriendsFriends •‎
EnemiesEnemies •‎
Red TeamRed Team •‎
Blue TeamBlue Team
)

Adjusts the Team Ownership of the switch; only projectiles owned by the selected team will be able to activate the switch.
Tweak GenericSetting Cooperative.pngEveryone
The switch ignores ownership and can be activated by projectiles from everyone.
UI Popit Item Heart.pngFriends
The switch can only be activated by projectiles from players that own the object.
In Versus Mode this means only the owning player, and in Team Versus Mode this means only the owning Team.
Tweak Gameplay TeamFilter Enemies.pngEnemies
The switch can only be activated by projectiles from players that don't own the object.
In Versus Mode this means all players except for the owning player, and in Team Versus Mode this means only the opposing Team.
Tweak GenericSetting Cooperative.pngRed Team
Only projectiles from players assigned to the Red Team will be able to activate the switch. This only applies in Team Versus Mode.
Tweak GenericSetting Cooperative.pngBlue Team
Only projectiles from players assigned to the Blue Team will be able to activate the switch. This only applies in Team Versus Mode.

Visuals

Tweak Visual Visibility.png
Electronics and Cable Visibility: (
NoNo •‎
Switch VisibleSwitch Visible •‎
Switch and Cables VisibleSwitch and Cables Visible
)

Determines whether or not the gadget (and any outgoing wires) will be rendered in Play Mode.